Orrery really made this run. Being able to choose all the cards at once with knowledge of the other rewards is so much better than 5 separate card rewards.
Noob: Orrery?! More cards go brrr Pro: Well actually, you’re just paying gold to spin the wheel on 5 cards, if they’re not good enough to make your deck, that makes the value proposition lower! And if they do make your deck, more cards makes you more inconsistent! Baalorlord: Orrery?! More cards go brrr
@@elchingon12346 the pro one seems a bit iffy, youre essentially paying for better rng by as the previous commented mentioned, knowing all yhe rewards at once and making a decision based on that
@@elchingon12346I don't understand what you're trying to say with the "pro" perspective here. It sounds like you're trying to say "5 cards isn't worth 180 gold, since they might be bad, and adding a lot of cards is also bad." Consider that if you buy Orrery, you'll usually add 3-4 cards to your deck, which means you're paying 45-60 gold for each one. That's not an unreasonable price. At least one of 15 cards will probably be *excellent* for your deck, and you gain a lot of additional value from being able to draft a synergistic package of cards. Orrery is also an immediate power spike, which is great since, it can let you take a short-term threat like an elite or boss more easily. As for "making your deck less consistent" -- what? There are benefits to a smaller deck (cycling faster, high upgrade density, low chance of drawing a dead hand), but also benefits to a larger deck (better status tolerance, ability to hold more niche cards, draw strikes/defends less often). Consider that you can also make your deck "small" by adding lots of card draw. So no, adding more cards does not make your deck worse. tl;dr yes orrery
I used to always skip this relic because I figured "I get cards from fights and shops all the time, what a useless relic" but then I actually tried it once and now it's one of my favourite relics, being able to pick up to 5 cards at the same time can get you some insta synergy
Man I've come to really appreciate Die Die Die not despite but *because* of its exhaust attribute. Boom, upfront damage and then it's out of your deck so that you can focus on Discard bullshit for the rest of the combat
@@sonny_analso good into slavers, reptomancer, shield and spear, darklings and Most multi enemy combats in act 2. Probably better at saving health than selfrepair even
I've never understood why it's a good thing that Die Die Die exhausts and is then "out of your deck." 13 damage aoe is really efficient for 1 energy! Why would you only _want_ to play that once when it not exhausting means you could use that great option over and over?
@@andrewramlall3560 For many decks, I'm sure a non-exhausting Die Die Die would be absolutely broken. But then you have decks that rely strictly on scaling Kunai or Shuriken with 0-cost attacks, decks that rely on poison and Catalyst, and decks that rely on Grand Finale. For those, Die Die Die would be a small damage boost but ultimately something that takes up space in your draw pile.
Timestamps for when Baalor picks up the cards in the thumbnail (Die Die Die x2 and Blade Dance x2): Blade Dance #1: (7:12) Die Die Die #1: (13:37) Die Die Die #2: (16:39) Blade Dance #2: (41:42) With the number of dies here, you would think they'd be called dice!
I love seeing sensory stone, basically every run has at least one colorless card that makes the deck way better. Together with mind bloom and a couple other goodies and usually having a mostly finished deck makes event farming in act 3 super worth it.
About the power creep conversation at the start of this video. Even if you make stuff that is as definitively as good as currently available stuff. Having a greater variety of good stuff pushes the average power level up leading to power creep at more casual levels of play. (Something you'll hear Commander players talk about.)
I recently had to pass on letter opener in a tingsha, bandages, gambling chip, calc gamble run cause I needed to take the key. It felt so bad man. Not that the run wasn't still a cake walk with all that, opener woulda just been icing.
the shackled effect is already some wierd exception, a buff only being applied if the strength down is successfully applied as well or it's a debuff that applies another debuff if it succeeds, depending on how you interpret it... the later interpretation being kind of like biased cognition lowering focus over time. there's also some mod that have cards preventing enemy buffs I found (problem sleuth mod, the card treaty), and those effects block shackled (and leaves the strenght down when shackled gets used)... that tells me it's more of a buff with a conditional success on applying a debuff.
Also: applying x vulnerable doesn't say "after x turns, attack damage grows by 33%". I don't get why shackles has to say "gain 6 strength at the end of your turn" instead of just "strength is lowered by 6 for 1 turn"
@@carbonsirenIt's for interactions. Effects that double strenght (for the player temporary strenght). Clearing the debuff (on the player for temp strenght) to keep it. And on enemies it's meant to be thr exact same thing for consistency just negative. So heart can clear the debuff and be godlike.
You'd think that Piercing Wail and Dark Shackles would work like Speed Potion and Flex Potion, where it provides both a buff and a debuff. Although, I'd also make it so that the buff is only applied if the debuff doesn't get blocked by Artefact, unlike the Potions.
If you check these comments do you have any favorite runs you look back on like “wow that really came together and was super fun” I feel like necronomicurse mastery is up there.
The necro mastery one is so funny because he manages to almost instantly get a golden wincon out of two curses and declares himself invincible, only to start the next floor and nearly die instantly to two fights with insanely bad draw order.
There is also that one run where he lasted 99 turns agaist heart, which at that point had 999 strength and killed it only with Tingsha. Possible with double nightmare apparitions.
@@shevankaseneviratne1724 It's not on the official channel (maybe because the run lasted so goddamn long xD), you can find it by searching: [Show #1429 (2024-05-18)] Slay the Spire and The Great Ace Attorney Chronicles
Legitimate question for people here. I play A20. How often do others boss swap on ironclad because they think it is best option? (not just picking because its fun) I very very rarely think it is best choice because i could just end up with a cursed key. I would almost prefer to just take an upgrade. I never take it on silent as best option.
Boss swapping is a risky choice, mostly because of ectoplasm and busted crown. Sometimes, however, all other choices presented are also risky, or outright bad, so you have to take the swap as the risk with the highest reward ceiling. Some other times your winrate with a certain character is kinda low, so you boss swap trying to highroll into something OP to carry your run.
@@AnestisKatsiavos-bn7vw thanks for the detailed reply. I agree with what you say but I think it is the best option about 2% of the time when on a streak with clad
One way MTG combatted power creep for as long as they did. They would make creatures strong one time, then next time artifacts and lower down creatures. Now they don't even try to manage power creep though b/c they found more power more money. But that will only be true in the short term IMO..
Orrery really made this run. Being able to choose all the cards at once with knowledge of the other rewards is so much better than 5 separate card rewards.
Noob: Orrery?! More cards go brrr
Pro: Well actually, you’re just paying gold to spin the wheel on 5 cards, if they’re not good enough to make your deck, that makes the value proposition lower! And if they do make your deck, more cards makes you more inconsistent!
Baalorlord: Orrery?! More cards go brrr
@@elchingon12346 the pro one seems a bit iffy, youre essentially paying for better rng by as the previous commented mentioned, knowing all yhe rewards at once and making a decision based on that
does orrerey stack the rare chances onto future card rewards?
@@elchingon12346I don't understand what you're trying to say with the "pro" perspective here. It sounds like you're trying to say "5 cards isn't worth 180 gold, since they might be bad, and adding a lot of cards is also bad."
Consider that if you buy Orrery, you'll usually add 3-4 cards to your deck, which means you're paying 45-60 gold for each one. That's not an unreasonable price. At least one of 15 cards will probably be *excellent* for your deck, and you gain a lot of additional value from being able to draft a synergistic package of cards.
Orrery is also an immediate power spike, which is great since, it can let you take a short-term threat like an elite or boss more easily.
As for "making your deck less consistent" -- what? There are benefits to a smaller deck (cycling faster, high upgrade density, low chance of drawing a dead hand), but also benefits to a larger deck (better status tolerance, ability to hold more niche cards, draw strikes/defends less often). Consider that you can also make your deck "small" by adding lots of card draw. So no, adding more cards does not make your deck worse.
tl;dr yes orrery
I used to always skip this relic because I figured "I get cards from fights and shops all the time, what a useless relic" but then I actually tried it once and now it's one of my favourite relics, being able to pick up to 5 cards at the same time can get you some insta synergy
Man I've come to really appreciate Die Die Die not despite but *because* of its exhaust attribute. Boom, upfront damage and then it's out of your deck so that you can focus on Discard bullshit for the rest of the combat
its rlly good for boss or elite fights where you want one turn killing minions and the rest on single target dmg
@@sonny_analso good into slavers, reptomancer, shield and spear, darklings and Most multi enemy combats in act 2. Probably better at saving health than selfrepair even
I've never understood why it's a good thing that Die Die Die exhausts and is then "out of your deck." 13 damage aoe is really efficient for 1 energy! Why would you only _want_ to play that once when it not exhausting means you could use that great option over and over?
@@andrewramlall3560 For many decks, I'm sure a non-exhausting Die Die Die would be absolutely broken. But then you have decks that rely strictly on scaling Kunai or Shuriken with 0-cost attacks, decks that rely on poison and Catalyst, and decks that rely on Grand Finale. For those, Die Die Die would be a small damage boost but ultimately something that takes up space in your draw pile.
Y’all I finally did it 😭 just beat my first A20 heart. Classic dark embrace, brimstone, feel no pain, barricade, body slam.
Congratulations
Nice!
Brimstone against heart, you have some serious balls.
Some true Ironclad Shenanigans.
Timestamps for when Baalor picks up the cards in the thumbnail (Die Die Die x2 and Blade Dance x2):
Blade Dance #1: (7:12)
Die Die Die #1: (13:37)
Die Die Die #2: (16:39)
Blade Dance #2: (41:42)
With the number of dies here, you would think they'd be called dice!
The whole breakdown of why you didn't wanna go to a shop at 49:57 just for the ? Room to be a surprise shop killed me lmao
Got apotheosis and 2x master of strategy from that 3 colorless event the other day it was amazing
I love seeing sensory stone, basically every run has at least one colorless card that makes the deck way better.
Together with mind bloom and a couple other goodies and usually having a mostly finished deck makes event farming in act 3 super worth it.
Baalorlord is so that he’s making me want to play Silent again.
I agree. he is so
he's like
Welp, die has ceased to be a word now.
Top comment
that's called "semantic satiation"
About the power creep conversation at the start of this video. Even if you make stuff that is as definitively as good as currently available stuff. Having a greater variety of good stuff pushes the average power level up leading to power creep at more casual levels of play. (Something you'll hear Commander players talk about.)
I recently had to pass on letter opener in a tingsha, bandages, gambling chip, calc gamble run cause I needed to take the key. It felt so bad man. Not that the run wasn't still a cake walk with all that, opener woulda just been icing.
the shackled effect is already some wierd exception, a buff only being applied if the strength down is successfully applied as well or it's a debuff that applies another debuff if it succeeds, depending on how you interpret it... the later interpretation being kind of like biased cognition lowering focus over time.
there's also some mod that have cards preventing enemy buffs I found (problem sleuth mod, the card treaty), and those effects block shackled (and leaves the strenght down when shackled gets used)... that tells me it's more of a buff with a conditional success on applying a debuff.
Also: applying x vulnerable doesn't say "after x turns, attack damage grows by 33%". I don't get why shackles has to say "gain 6 strength at the end of your turn" instead of just "strength is lowered by 6 for 1 turn"
@@carbonsirenIt's for interactions. Effects that double strenght (for the player temporary strenght). Clearing the debuff (on the player for temp strenght) to keep it.
And on enemies it's meant to be thr exact same thing for consistency just negative. So heart can clear the debuff and be godlike.
The volume goes way down at 1:01:29 and back up at 1:10:29.
Then down again at 1:17:40.
Seems just fine on my end. Odd.
You'd think that Piercing Wail and Dark Shackles would work like Speed Potion and Flex Potion, where it provides both a buff and a debuff. Although, I'd also make it so that the buff is only applied if the debuff doesn't get blocked by Artefact, unlike the Potions.
If you check these comments do you have any favorite runs you look back on like “wow that really came together and was super fun”
I feel like necronomicurse mastery is up there.
The necro mastery one is so funny because he manages to almost instantly get a golden wincon out of two curses and declares himself invincible, only to start the next floor and nearly die instantly to two fights with insanely bad draw order.
There is also that one run where he lasted 99 turns agaist heart, which at that point had 999 strength and killed it only with Tingsha. Possible with double nightmare apparitions.
Baalor himself does not manage his youtube channel, so he will likely not see this question unless you go to his twitch stream
@@BedrockBlocker pls i beg u tell me which vid is this!
@@shevankaseneviratne1724 It's not on the official channel (maybe because the run lasted so goddamn long xD), you can find it by searching: [Show #1429 (2024-05-18)] Slay the Spire and The Great Ace Attorney Chronicles
Inpatience was so great in this deck. Love to play discard shivs.
28:30 is so funny to me 😂
It really is weird that Shackled is considered a debuff instead of a buff, but then again it'd be pretty weird to buff an enemy.
Comments/Baalor, a question, do the Orrerey change the future card reward chances as it is technically 5 card rewards?
Yes, Orerry affects cards rewards
@@Baalorlord thanks baalor
Why no zero-cost terror against the baseball around 27:57?
One extra card for calculated gamble and you can play it anytime if you need handspace
@@arkatir Ah, thank makes sense. Thanks.
Legitimate question for people here.
I play A20. How often do others boss swap on ironclad because they think it is best option? (not just picking because its fun)
I very very rarely think it is best choice because i could just end up with a cursed key. I would almost prefer to just take an upgrade.
I never take it on silent as best option.
Boss swapping is a risky choice, mostly because of ectoplasm and busted crown. Sometimes, however, all other choices presented are also risky, or outright bad, so you have to take the swap as the risk with the highest reward ceiling.
Some other times your winrate with a certain character is kinda low, so you boss swap trying to highroll into something OP to carry your run.
@@AnestisKatsiavos-bn7vw thanks for the detailed reply. I agree with what you say but I think it is the best option about 2% of the time when on a streak with clad
homemade relic was tasty, must have been a waffle
One way MTG combatted power creep for as long as they did. They would make creatures strong one time, then next time artifacts and lower down creatures. Now they don't even try to manage power creep though b/c they found more power more money. But that will only be true in the short term IMO..
slaaaayyy queeeen
The ornery orrery.
Can you loose a run with Orrey and Pyramid act 1? Yes. Likely? No.
i see silent deck i click
no tu-thump tu-thump tu-thump? :(
is the description generated by AI?
No, it's just a very generic text.
no tu thump tu thump :(
Firstttt!!!
2nd